基本完成中途加入的观战
修复从联网游戏房间退出不会把GAME.playing置false checkWarning的玩家改成输入而不是自动获取 整理代码
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@@ -800,13 +800,12 @@ do-- function resetGameData(args)
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collectgarbage()
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end
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end
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do-- function checkWarning()
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do-- function checkWarning(P,dt)
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local max=math.max
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function checkWarning(dt)
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local P1=PLAYERS[1]
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if P1.alive then
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if P1.frameRun%26==0 then
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local F=P1.field
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function checkWarning(P,dt)
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if P.alive then
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if P.frameRun%26==0 then
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local F=P.field
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local height=0-- Max height of row 4~7
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for x=4,7 do
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for y=#F,1,-1 do
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@@ -818,7 +817,7 @@ do-- function checkWarning()
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end
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end
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end
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GAME.warnLVL0=math.log(height-(P1.gameEnv.fieldH-5)+P1.atkBufferSum*.8)
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GAME.warnLVL0=math.log(height-(P.gameEnv.fieldH-5)+P.atkBufferSum*.8)
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end
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local _=GAME.warnLVL
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if _<GAME.warnLVL0 then
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@@ -827,7 +826,7 @@ do-- function checkWarning()
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_=max(_-.026,0)
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end
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GAME.warnLVL=_
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if GAME.warnLVL>1.126 and P1.frameRun%30==0 then
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if GAME.warnLVL>1.126 and P.frameRun%30==0 then
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SFX.fplay('warn_beep',SETTING.sfx_warn)
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end
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elseif GAME.warnLVL>0 then
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@@ -3,7 +3,7 @@ local WS=WS
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local NET={
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uid=false,
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uid_sid={},
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storedStream={},
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storedStream=false,
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roomState={-- A copy of room structure on server
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info={
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@@ -440,19 +440,19 @@ end
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--Remove player when leave
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local function _playerLeaveRoom(uid)
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if SCN.cur=='net_game' then
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for i=1,#PLAYERS do if PLAYERS[i].uid==uid then table.remove(PLAYERS,i) break end end
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for i=1,#PLY_ALIVE do if PLY_ALIVE[i].uid==uid then table.remove(PLY_ALIVE,i) break end end
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if uid==USER.uid then
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SCN.backTo('net_menu')
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else
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NETPLY.remove(uid)
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end
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if SCN.cur~='net_game' then return end
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for i=1,#PLAYERS do if PLAYERS[i].uid==uid then table.remove(PLAYERS,i) break end end
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for i=1,#PLY_ALIVE do if PLY_ALIVE[i].uid==uid then table.remove(PLY_ALIVE,i) break end end
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if uid==USER.uid then
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GAME.playing=false
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SCN.backTo('net_menu')
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else
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NETPLY.remove(uid)
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end
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end
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--Push stream data to players
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local function _pumpStream(d)
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function NET.pumpStream(d)
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if d.playerId==USER.uid then return end
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for _,P in next,PLAYERS do
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if P.uid==d.playerId then
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@@ -586,14 +586,13 @@ function NET.wsCallBack.global_getOnlineCount(body)
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NET.onlineCount=tonumber(body.data) or "_"
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end
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function NET.wsCallBack.room_chat(body)
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if SCN.cur=='net_game' then
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TASK.unlock('receiveMessage')
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TASK.lock('receiveMessage',1)
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NET.textBox:push{
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COLOR.Z,_getFullName(body.data.playerId),
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COLOR.N,body.data.message,
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}
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end
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if SCN.cur~='net_game' then return end
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TASK.unlock('receiveMessage')
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TASK.lock('receiveMessage',1)
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NET.textBox:push{
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COLOR.Z,_getFullName(body.data.playerId),
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COLOR.N,body.data.message,
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}
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end
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function NET.wsCallBack.room_create(body)
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MES.new('check',text.createRoomSuccessed)
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@@ -625,7 +624,6 @@ function NET.wsCallBack.room_enter(body)
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NET.roomState=body.data
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NETPLY.clear()
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destroyPlayers()
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TABLE.cut(NET.storedStream)
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loadGame('netBattle',true,true)
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for _,p in next,body.data.players do
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NETPLY.add{
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@@ -638,6 +636,7 @@ function NET.wsCallBack.room_enter(body)
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}
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end
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if NET.roomState.state=='Playing' then
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NET.storedStream={}
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for _,p in next,body.data.players do
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table.insert(NET.storedStream,{
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playerId=p.playerId,
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@@ -660,7 +659,7 @@ function NET.wsCallBack.room_enter(body)
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config=p.config,
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}
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NET.textBox:push{COLOR.Y,text.joinRoom:repD(_getFullName(p.playerId))}
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if not GAME.playing then
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if not TASK.getLock('netPlaying') then
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SFX.play('connected')
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NET.freshRoomAllReady()
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end
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@@ -723,7 +722,7 @@ function NET.wsCallBack.player_setState(body)-- not used
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end
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function NET.wsCallBack.player_stream(body)
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if SCN.cur~='net_game' then return end
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_pumpStream(body.data)
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NET.pumpStream(body.data)
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end
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function NET.wsCallBack.player_setPlayMode(body)
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if SCN.cur~='net_game' then return end
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@@ -773,6 +772,7 @@ function NET.ws_update()
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TEST.yieldT(1/26)
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if WS.status('game')=='dead' then
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TEST.yieldUntilNextScene()
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GAME.playing=false
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SCN.backTo('main')
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return
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elseif WS.status('game')=='running' then
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@@ -791,6 +791,7 @@ function NET.ws_update()
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USER.uid=res.data
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else
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TEST.yieldUntilNextScene()
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GAME.playing=false
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SCN.backTo('main')
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return
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end
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@@ -806,6 +807,7 @@ function NET.ws_update()
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if WS.status('game')=='dead' then
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TEST.yieldUntilNextScene()
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GAME.playing=false
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SCN.backTo('main')
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return
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end
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@@ -824,12 +826,13 @@ function NET.ws_update()
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if msg and msg.message then LOG(msg.message) end
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end
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TEST.yieldUntilNextScene()
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GAME.playing=false
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SCN.backTo('main')
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return
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elseif msg then
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msg=JSON.decode(msg)
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-- print(("Recv: <-- $1 err:$2"):repD(msg.action,msg.errno))
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print(("Recv: <-- $1 err:$2"):repD(msg.action,msg.errno)) print(TABLE.dump(msg),"\n")
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-- print(("Recv: <-- $1 err:$2"):repD(msg.action,msg.errno)) print(TABLE.dump(msg),"\n")
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if msg.errno~=0 then
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parseError(msg.message~=nil and msg.message or msg)
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else
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@@ -296,7 +296,7 @@ local function _update_common(dt)
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end
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-- Warning check
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checkWarning(dt)
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checkWarning(PLAYERS[1],dt)
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end
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function scene.update(dt)
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trigGameRate=trigGameRate+gameRate
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@@ -41,6 +41,7 @@ end
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local function _quit()
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if tryBack() then
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NET.room_leave()
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GAME.playing=false
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SCN.back()
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end
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end
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@@ -218,32 +219,34 @@ function scene.update(dt)
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NET.freshRoomAllReady()
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return
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else
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local P1=PLAYERS[1]
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touchMoveLastFrame=false
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VK.update(dt)
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-- Update players
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for p=1,#PLAYERS do PLAYERS[p]:update(dt) end
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if #PLAYERS>0 then
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-- Update players
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for p=1,#PLAYERS do PLAYERS[p]:update(dt) end
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-- Warning check
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checkWarning(dt)
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local P1=PLAYERS[1]
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-- Upload stream
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if not NET.spectate and P1.frameRun-lastUpstreamTime>8 then
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local stream
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if not GAME.rep[upstreamProgress] then
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ins(GAME.rep,P1.frameRun)
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ins(GAME.rep,0)
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-- Warning check
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checkWarning(P1,dt)
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-- Upload stream
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if not NET.spectate and P1.frameRun-lastUpstreamTime>8 then
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local stream
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if not GAME.rep[upstreamProgress] then
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ins(GAME.rep,P1.frameRun)
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ins(GAME.rep,0)
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end
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stream,upstreamProgress=DATA.dumpRecording(GAME.rep,upstreamProgress)
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if #stream%3==1 then
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stream=stream.."\0\0"
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elseif #stream%3==2 then
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stream=stream.."\0\0\0\0"
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end
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NET.player_stream(stream)
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lastUpstreamTime=PLAYERS[1].alive and P1.frameRun or 1e99
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end
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stream,upstreamProgress=DATA.dumpRecording(GAME.rep,upstreamProgress)
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if #stream%3==1 then
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stream=stream.."\0\0"
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elseif #stream%3==2 then
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stream=stream.."\0\0\0\0"
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end
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NET.player_stream(stream)
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lastUpstreamTime=PLAYERS[1].alive and P1.frameRun or 1e99
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end
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end
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else
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@@ -256,10 +259,17 @@ function scene.update(dt)
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upstreamProgress=1
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resetGameData('n',NET.seed)
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NETPLY.mouseMove(0,0)
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for i=1,#NETPLY.list do
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NETPLY.list[i].readyMode='Playing'
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end
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NET.spectate=PLAYERS[1].uid~=USER.uid
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if NET.storedStream then
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for i=1,#NET.storedStream do
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NET.pumpStream(NET.storedStream[i])
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end
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NET.storedStream=false
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end
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end
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end
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end
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